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RPGA: Is it any good?
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<blockquote data-quote="smerwin29" data-source="post: 1690090" data-attributes="member: 15050"><p>When my wife and I started playing D&D again in 2001, we looked for a home game but couldn't find one. With work and family responsibilities, it was difficult to get any consistent schedule. The RPGA was a good fit for us, particularly the Living campaigns, because we could just grab a module and advertise, and there were always players ready and willing to fill a table. Finally we found some nearby RPGA members, and now we can have semi-regular games without being locked into a schedule, and we can go to conventions and know there is a game waiting for us. So I would say "YES!" to the useful part.</p><p></p><p>"Good" is a very tough word to define. In my opinion, most of the RPGA Living events are above average, but as with anything, some are great and some are just bad. A lot also depends on the judge: a good judge can make a bad mod seem great, but a bad judge can make a great mod seem terrible. People who claim all RPGA events are just an ending string of combat with no roleplaying don't understand the RPGA. Granted, some of your Legacy of the Green Regent and Living Greyhawk mods are combat-intensive. However, I have played some Living Kingdoms of Kalamar mods where you can avoid all combat through roleplaying.</p><p></p><p>Living campaign themes and tones differ greatly from campaign to campaign, so you can generally find something you enjoy. The modules have to get approved and (supposedly) edited at some point, so generally they at least have had one or two extra sets of eyes looking at them, which, at least in theory, should improve the quality a bit. On the other hand, most of the modules are written by volunteers who do not get paid, so they might not be quite as focused as someone who does it for a living.</p><p></p><p>Some people are biased against the RPGA and Living campaigns for whatever reason, and some are baised in favor. While a Living campaign isn't as personal as a good home campaign with a DM who is creating the adventures specifically for you, it is certainly better than a few home campaigns that I have (very briefly) been involved in. Your best bet is to play a few mods in a couple of the Living campaigns, maybe read a few of the mods, and see what you think. You may love it, you may hate it, but at least you would be deciding for yourself on whether it is good or not.</p><p></p><p>Regards,</p><p></p><p>Shawn</p></blockquote><p></p>
[QUOTE="smerwin29, post: 1690090, member: 15050"] When my wife and I started playing D&D again in 2001, we looked for a home game but couldn't find one. With work and family responsibilities, it was difficult to get any consistent schedule. The RPGA was a good fit for us, particularly the Living campaigns, because we could just grab a module and advertise, and there were always players ready and willing to fill a table. Finally we found some nearby RPGA members, and now we can have semi-regular games without being locked into a schedule, and we can go to conventions and know there is a game waiting for us. So I would say "YES!" to the useful part. "Good" is a very tough word to define. In my opinion, most of the RPGA Living events are above average, but as with anything, some are great and some are just bad. A lot also depends on the judge: a good judge can make a bad mod seem great, but a bad judge can make a great mod seem terrible. People who claim all RPGA events are just an ending string of combat with no roleplaying don't understand the RPGA. Granted, some of your Legacy of the Green Regent and Living Greyhawk mods are combat-intensive. However, I have played some Living Kingdoms of Kalamar mods where you can avoid all combat through roleplaying. Living campaign themes and tones differ greatly from campaign to campaign, so you can generally find something you enjoy. The modules have to get approved and (supposedly) edited at some point, so generally they at least have had one or two extra sets of eyes looking at them, which, at least in theory, should improve the quality a bit. On the other hand, most of the modules are written by volunteers who do not get paid, so they might not be quite as focused as someone who does it for a living. Some people are biased against the RPGA and Living campaigns for whatever reason, and some are baised in favor. While a Living campaign isn't as personal as a good home campaign with a DM who is creating the adventures specifically for you, it is certainly better than a few home campaigns that I have (very briefly) been involved in. Your best bet is to play a few mods in a couple of the Living campaigns, maybe read a few of the mods, and see what you think. You may love it, you may hate it, but at least you would be deciding for yourself on whether it is good or not. Regards, Shawn [/QUOTE]
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